mirror of
https://github.com/RetroDECK/Supermodel.git
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288 lines
10 KiB
C++
288 lines
10 KiB
C++
/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011 Bart Trzynadlowski, Nik Henson
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* Model3.h
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*
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* Header file defining the CModel3 and CModel3Config classes.
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*/
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#ifndef INCLUDED_MODEL3_H
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#define INCLUDED_MODEL3_H
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#include "Model3/IEmulator.h"
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#include "Model3/Crypto.h"
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#include "Util/NewConfig.h"
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/*
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* FrameTimings
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*
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* Timings within a frame, for debugging purposes
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*/
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struct FrameTimings
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{
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UINT32 ppcTicks;
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UINT32 syncSize;
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UINT32 syncTicks;
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UINT32 renderTicks;
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UINT32 sndTicks;
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UINT32 drvTicks;
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UINT32 frameTicks;
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};
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/*
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* CModel3:
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*
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* A complete Model 3 system.
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*
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* Inherits IBus in order to pass the address space handlers to devices that
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* may need them (CPU, DMA, etc.)
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*
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* NOTE: Currently NOT re-entrant due to a non-OOP PowerPC core. Do NOT create
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* create more than one CModel3 object!
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*/
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class CModel3: public IEmulator, public IBus, public IPCIDevice
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{
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public:
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// IEmulator interface
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bool PauseThreads(void);
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bool ResumeThreads(void);
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void SaveState(CBlockFile *SaveState);
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void LoadState(CBlockFile *SaveState);
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void SaveNVRAM(CBlockFile *NVRAM);
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void LoadNVRAM(CBlockFile *NVRAM);
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void ClearNVRAM(void);
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void RunFrame(void);
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void RenderFrame(void);
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void Reset(void);
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const Game &GetGame(void) const;
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void AttachRenderers(CRender2D *Render2DPtr, IRender3D *Render3DPtr);
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void AttachInputs(CInputs *InputsPtr);
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void AttachOutputs(COutputs *OutputsPtr);
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bool Init(void);
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// IPCIDevice interface
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UINT32 ReadPCIConfigSpace(unsigned device, unsigned reg, unsigned bits, unsigned width);
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void WritePCIConfigSpace(unsigned device, unsigned reg, unsigned bits, unsigned width, UINT32 data);
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// IBus interface
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UINT8 Read8(UINT32 addr);
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UINT16 Read16(UINT32 addr);
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UINT32 Read32(UINT32 addr);
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UINT64 Read64(UINT32 addr);
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void Write8(UINT32 addr, UINT8 data);
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void Write16(UINT32 addr, UINT16 data);
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void Write32(UINT32 addr, UINT32 data);
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void Write64(UINT32 addr, UINT64 data);
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/*
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* LoadGame(game, rom_set):
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*
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* Loads a game, copying in the provided ROMs and setting the hardware
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* stepping.
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*
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* Parameters:
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* game Game information.
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* rom_set ROMs.
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*
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* Returns:
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* OKAY if successful, FAIL otherwise. Prints errors.
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*/
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bool LoadGame(const Game &game, const ROMSet &rom_set);
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/*
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* GetSoundBoard(void):
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*
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* Returns a reference to the sound board.
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*
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* Returns:
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* Pointer to CSoundBoard object.
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*/
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CSoundBoard *GetSoundBoard(void);
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/*
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* GetDriveBoard(void):
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*
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* Returns a reference to the drive board.
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* Returns:
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* Pointer to CDriveBoard object.
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*/
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CDriveBoard *GetDriveBoard(void);
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/*
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* DumpTimings(void):
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*
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* Prints all timings for the most recent frame to the console, for debugging purposes.
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*/
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void DumpTimings(void);
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/*
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* GetTimings(void):
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*
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* Returns timings for the most recent frame, for debugging purposes.
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*/
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FrameTimings GetTimings(void);
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/*
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* CModel3(config):
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* ~CModel3(void):
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*
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* Constructor and destructor for Model 3 class. Constructor performs a
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* bare-bones initialization of object; does not perform any memory
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* allocation or any actions that can fail. The destructor will deallocate
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* memory and free resources used by the object (and its child objects).
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*
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* Paramters:
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* config Run-time configuration. The reference should be held because
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* this changes at run-time.
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*/
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CModel3(const Util::Config::Node &config);
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~CModel3(void);
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/*
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* Private Property.
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* Tresspassers will be shot! ;)
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*/
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private:
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// Private member functions
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UINT8 ReadInputs(unsigned reg);
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void WriteInputs(unsigned reg, UINT8 data);
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uint16_t ReadSecurityRAM(uint32_t addr);
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UINT32 ReadSecurity(unsigned reg);
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void WriteSecurity(unsigned reg, UINT32 data);
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void SetCROMBank(unsigned idx);
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UINT8 ReadSystemRegister(unsigned reg);
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void WriteSystemRegister(unsigned reg, UINT8 data);
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void RunMainBoardFrame(void); // Runs PPC main board for a frame
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void SyncGPUs(void); // Sync's up GPUs in preparation for rendering - must be called when PPC is not running
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bool RunSoundBoardFrame(void); // Runs sound board for a frame
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void RunDriveBoardFrame(void); // Runs drive board for a frame
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bool StartThreads(void); // Starts all threads
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bool StopThreads(void); // Stops all threads
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void DeleteThreadObjects(void); // Deletes all threads and synchronization objects
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static int StartMainBoardThread(void *data); // Callback to start PPC main board thread
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static int StartSoundBoardThread(void *data); // Callback to start sound board thread (unsync'd)
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static int StartSoundBoardThreadSyncd(void *data); // Callback to start sound board thread (sync'd)
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static int StartDriveBoardThread(void *data); // Callback to start drive board thread
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static void AudioCallback(void *data); // Audio buffer callback
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bool WakeSoundBoardThread(void); // Used by audio callback to wake sound board thread (when not sync'd with render thread)
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int RunMainBoardThread(void); // Runs PPC main board thread (sync'd in step with render thread)
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int RunSoundBoardThread(void); // Runs sound board thread (not sync'd in step with render thread, ie running at full speed)
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int RunSoundBoardThreadSyncd(void); // Runs sound board thread (sync'd in step with render thread)
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int RunDriveBoardThread(void); // Runs drive board thread (sync'd in step with render thread)
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// Runtime configuration
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const Util::Config::Node &m_config;
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bool m_multiThreaded;
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bool m_gpuMultiThreaded;
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// Game and hardware information
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Game m_game;
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// Game inputs and outputs
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CInputs *Inputs;
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COutputs *Outputs;
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// Input registers (game controls)
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UINT8 inputBank;
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UINT8 serialFIFO1, serialFIFO2;
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UINT8 gunReg;
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int adcChannel;
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// MIDI port
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UINT8 midiCtrlPort; // controls MIDI (SCSP) IRQ behavior
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// Emulated core Model 3 memory regions
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UINT8 *memoryPool; // single allocated region for all ROM and system RAM
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UINT8 *ram; // 8 MB PowerPC RAM
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UINT8 *crom; // 8+128 MB CROM (fixed CROM first, then 64MB of banked CROMs -- Daytona2 might need extra?)
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UINT8 *vrom; // 64 MB VROM (video ROM, visible only to Real3D)
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UINT8 *soundROM; // 512 KB sound ROM (68K program)
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UINT8 *sampleROM; // 8 MB samples (68K)
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UINT8 *dsbROM; // 128 KB DSB ROM (Z80 program)
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UINT8 *mpegROM; // 8 MB DSB MPEG ROM
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UINT8 *backupRAM; // 128 KB Backup RAM (battery backed)
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UINT8 *securityRAM; // 128 KB Security Board RAM
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UINT8 *driveROM; // 32 KB drive board ROM (Z80 program) (optional)
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// Banked CROM
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UINT8 *cromBank; // currently mapped in CROM bank
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unsigned cromBankReg; // the CROM bank register
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// Security device
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bool m_securityFirstRead = true;
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unsigned securityPtr; // pointer to current offset in security data
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// PowerPC
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PPC_FETCH_REGION PPCFetchRegions[3];
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// Multiple threading
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bool gpusReady; // True if GPUs are ready to render
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bool startedThreads; // True if threads have been created and started
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bool pauseThreads; // True if threads should pause
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bool stopThreads; // True if threads should stop
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bool syncSndBrdThread; // True if sound board thread should be sync'd in step with render thread
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CThread *ppcBrdThread; // PPC main board thread
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CThread *sndBrdThread; // Sound board thread
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CThread *drvBrdThread; // Drive board thread
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bool ppcBrdThreadRunning; // Flag to indicate PPC main board thread is currently processing
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bool ppcBrdThreadDone; // Flag to indicate PPC main board thread has finished processing
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bool sndBrdThreadRunning; // Flag to indicate sound board thread is currently processing
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bool sndBrdThreadDone; // Flag to indicate sound board thread has finished processing
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bool sndBrdWakeNotify; // Flag to indicate that sound board thread has been woken by audio callback (when not sync'd with render thread)
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bool drvBrdThreadRunning; // Flag to indicate drive board thread is currently processing
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bool drvBrdThreadDone; // Flag to indicate drive board thread has finished processing
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// Thread synchronization objects
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CSemaphore *ppcBrdThreadSync;
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CSemaphore *sndBrdThreadSync;
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CMutex *sndBrdNotifyLock;
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CCondVar *sndBrdNotifySync;
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CSemaphore *drvBrdThreadSync;
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CMutex *notifyLock;
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CCondVar *notifySync;
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// Frame timings
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FrameTimings timings;
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// Other devices
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CIRQ IRQ; // Model 3 IRQ controller
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CMPC10x PCIBridge; // MPC10x PCI/bridge/memory controller
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CPCIBus PCIBus; // Model 3's PCI bus
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C53C810 SCSI; // NCR 53C810 SCSI controller
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CRTC72421 RTC; // Epson RTC-72421 real-time clock
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C93C46 EEPROM; // 93C46 EEPROM
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CTileGen TileGen; // Sega 2D tile generator
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CReal3D GPU; // Real3D graphics hardware
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CSoundBoard SoundBoard; // Sound board
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CDSB *DSB; // Digital Sound Board (type determined dynamically at load time)
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CDriveBoard DriveBoard; // Drive board
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CCrypto m_cryptoDevice; // Encryption device
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};
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#endif // INCLUDED_MODEL3_H
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